The Candlekeep Annex: RPed Baldur’s Gate No and Low Reload Adventures

Borco

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@Alesia_BH Nice work! I'm impressed how Alastria made the Fire Giant Temple and Yaga look like ordinary course of business.

We've got one question from Iona here: She noticed that Alastria's not shy about using PIs right on the battlefield and was wondering whether she could learn a bit more about the risks here. So far, our approach has been very conservative - with any type of dispel, divination, or AoE threat on the field, we'd only use a PI together with Farsight or Iona's invisible familiar to ensure that the real Iona (also invisible) stayed out of the enemy range. Even though I've seen very little enemy divination in the run so far, I'm still not comfortable with keeping the real Iona in the battle zone. Running SI: Div (or any other short term buffs) on her real self in parallel with PI always seemed too inefficient. That said, I think that the time will come in her adventure when she'll need to leverage those extra PI spellbooks without the comfort of being able to sit back at the edge of the map. Seeing Alastria deploy PI + Mislead triggers, among others, I was wondering how vulnerable you consider it to be if the enemy has the tools to bypass the illusion or even dispel the real caster. Thanks!
 

Alesia_BH

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@Alesia_BH Nice work! I'm impressed how Alastria made the Fire Giant Temple and Yaga look like ordinary course of business.

We've got one question from Iona here: She noticed that Alastria's not shy about using PIs right on the battlefield and was wondering whether she could learn a bit more about the risks here. So far, our approach has been very conservative - with any type of dispel, divination, or AoE threat on the field, we'd only use a PI together with Farsight or Iona's invisible familiar to ensure that the real Iona (also invisible) stayed out of the enemy range. Even though I've seen very little enemy divination in the run so far, I'm still not comfortable with keeping the real Iona in the battle zone. Running SI: Div (or any other short term buffs) on her real self in parallel with PI always seemed too inefficient. That said, I think that the time will come in her adventure when she'll need to leverage those extra PI spellbooks without the comfort of being able to sit back at the edge of the map. Seeing Alastria deploy PI + Mislead triggers, among others, I was wondering how vulnerable you consider it to be if the enemy has the tools to bypass the illusion or even dispel the real caster. Thanks!
Great question!

I’ve been casual in this run, since it isn’t a proper no reload. I’d be a bit more cautious about placing Alastria in PI stasis were it a proper game, as opposed to an exploratory continuation of a run that ended long ago.

That said, with the proper tools I am 100% comfortable putting my caster into PI stasis in the middle of the battlefield. My two sorcerer insane Ascension successes relied heavily on that exact approach. The key is to have the right buffs in place and that absolutely includes SI: D. A Teleport Field and bunny rabbits helps too. Take the Contingency setup I often use: Teleport Field, PI, Limited Wish, Mislead. If your caster is full buffed including SI:A, SI: D, Spell Shield, II, ProMW, and specific protections, with a Mislead a PI and twenty rabbits on the field, you’re kind of safe as houses. I can elaborate on the method, if you like. It’s a shame that Alicia’s SCS-Ascension insane battle didn’t make it on to Blackstrider.net. That would have made things easier. (NW: Serg this isn’t a complaint at all! You did a wonderful job and I continue to thank you for it. Alicia’s Ascension was just outside the scope of the project. That’s totally fine with me.)

As for Alastria specifically, her PI use has been a bit more measured than it might seem. Since she’s kind of a gimp I’ve been relaxing some of my restrictions. Most importantly, I’ve been allowing her Mirroring and the SotM, two items that I typically don’t permit. When she’s in PI stasis she’s invisible to most targets, protected from spell damage by mirroring and running her combat buffs. As for the dispel risk, a successful dispel on her will remove the PI, freeing her. In the Grominr and Yaga encounters specifically, the only enemies that could see her in stasis were Yaga and Gromnir themselves. They both have weapons that deal elemental damage. If they targeted Alastria, her Stoneskins would stop the physical portion and the elemental damage would free her from stasis.

I hope that help. I can say more later. I’m semi-busy now.

Cheer,

A.

NW: Never, ever use PI around SCS mind flayers- even if they’re far away. Their planar travel ability and invisibility detection makes them too dangerous. Also, be very careful around beholders that can see through invisibility. Enemies with vorpal weapons are worthy of special attention to. Be sure you can make the save. The Lavender Ioun Stone is helpful here, ofc.

NW II: An argument can be made for skipping the Telefield, since it can interfere with spatial management of enemies. It really depends on the types of threats you’re facing and the number of enemies.

NW III: I haven’t tested the most recent script but as of Alicia’s Ascension the bunny rabbits are a no go against the 5. Yaga Lava Bombs them. Prior to that change they had been very helpful. Specifically, they helped protect PIs from Illasera’s arrows while they were casting IA.

NW IV: Another trick to PI use is to manage the level of buffs you grant the PIs. Sometimes you’ll want them to be disposable. Sometimes you’ll want them to be durable. Alastria tends to underbiff her PIs so the planetar can dispose of them when need be.

NW V: Oh! Be very, very careful using PIs around the fell cats in Yaga’s Temple. They can lower your fire resistance while scratching away at your Stoneskins.
 
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Borco

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Many thanks for the views - these are all very helpful insights. It's somewhat reassuring to confirm that I've been restraining Iona for good reasons. Nevertheless, I can see her experimenting with a more assertive use of PIs going forward, as part of her career development, and I'll certainly bear these tips in mind. Her spell repertoire as a sorcerer is somewhat limited, but she should be able to work out couple of at least semi-viable strategies here.

Re SCS mind flayers: At first, I had been considering tuning down the components' difficulty to get rid of their invisibility detection, but eventually decided against it. If any of my characters will ever be up to the challenge then it's Iona.

Anyway, I'm afraid I've fallen behind with my updates - we're discussing arch-mage problems when Iona should still be fighting mephits in Irenicus' dungeon. Actually, I'm just putting a ban of further play until we catch up on Iona's progress a bit, so please bear with us.
 

Borco

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Iona, Human Sorceress: Part 8

Technical Notes for BG2:
Game version: BG2EE 2.6.6.0
Mods: SCS (v34.3); BG Tweaks (cosmetic changes)
Difficulty: Insane
Modified SCS components: Improved Fiends and Celestials (Hardcore)
Omitted SCS components (tactical challenges): Shade Lord, Vampires, Bodhi, Beholder Hive, Fire Giant Temple, Sendai's Enclave, Abazigal's Lair

Importing Iona into SoA felt good - despite the few hiccups here and there, she had a decent BG1 run under her belt and was only about to start unlocking her true potential as a sorcerer. I was looking forward to the adventure and I had confidence that the current set-up of her book would allow her to make good progress in and around Athkatla.

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Having said that, all of our future plans and hopes were conditional upon successfully passing the trial by fire of Irenicus' dungeon. Due to the limited resources, this place can be tricky - and with that in mind, we didn't shy away from asking Imoen for help. Our joint start was very embarrassing, when not even a full stack of Iona's MMMs was enough to get rid of the lightning mephit that you encounter in the generator room. That's how we roll - with low single digits.
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We fared much better against the first duegar group by skipping MMMs in favor of Iona's favorite spell of BG1 - Fireball. Incoming!
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Imoen finished the three survivors with a backstab + Chromatic Orb + Magic Missile, albeit at the cost of suffering minor damage (since we were keeping her Stoneskins untapped for later).
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SCS enemies like to open closed doors. I'm not sure why, and it's especially comical with the fake trapped doors in Firkraag's Maze, but probably it has something to do with calls for help. Suddenly, we were ambushed by two mephits from the adjacent rooms shortly after Imoen had finished the last duegar. We eliminated them with a combination of Magic Missiles, MAA, and Burning Hands.
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Thanks to the newly acquired Staff Spear +2, Imoen was able to pull off couple of decent backstabs even prior to applying her Strength.
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The paradox about Iona is that while she's a genuinely gentle soul, she doesn't even flinch when burning people alive. I suppose it comes with the profession or something.
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Moving on, Imoen removed the otyugh with backstabs while Iona waited. Patiently. Note the +1 quarterstaff instead of Staff Spear for the extra speed factor.
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Our teamwork allowed us to clear the way towards the portal thanks to Fireballs + Melf's Acid Arrows + backstabs.
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We picked up the Claw and the Metaspell Amulet and proceeded to clear the library with Web and more Fireballs (including one from a scroll). Conveniently, Illyich made his appearance as well.
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Ilyich's mage was taken down under Improved Invisibility with Burning Hands to bypass his MIs. Imoen took one for the team here, suffering some acid damage from his Melf's.
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With both of our spellbooks almost dry, we skipped the Cambion, but we did take the effort to recover the Sword of Chaos from the Plane of Air to earn our level-ups before moving on to the second level. Irenicus' security golems got outsmarted with Haste + Invisibility + Improved Invisibility.
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Borco

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Iona, Human Sorceress: Part 8 - continued

On the other side of the portal, we allowed Yoshi to lay down few traps in front of the closed door, robbed him of his arrows, and kicked him out of the team. Iona and Imoen then rested and prepared for the mephit portal room with Haste + Armor, Strength, Invisibility, and MGoI for Imoen + ProFire and MMMs for Iona. Yoshi's trap destroyed the nearest portal and Imoen backstabed the farthest one.
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The remaining two portals came down quickly.
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With our buffs still running, we dispatched all the enemies in the adjacent corridor, including the duegar, the mephits, and the Shadow Thief assassin.
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Imoen then recovered all the wands from the pillars and the RoP+1 from the statue. We still had sufficient arsenal in our books to blast away all the enemies in the smithy at a distance with AoE, including Web and Fireballs.
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Frennedan was no exception, although Imoen had to take an extra ProFire buff before we released him from his cell.
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We figured out that the assassins will most likely be more trouble then they're worth and avoided them under invisibility to reach to surface.
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Hello Athkatla - it's good to back!

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Regards,

B.

***

Spellbook (level 10):
L1 - Burning Hands, Shield, Blindness, MM, ProEvil
L2 - Invisibility, Mirror Image, Resist Fear, Melf's Acid Arrow
L3 - Fireball, ProFire, Melf's Minute Meteors
L4 - Improved Invisibility, Stoneskin
L5 - Spell Immunity
 

Borco

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Iona, Human Sorceress: Part 9

Our first quest following Iona's sudden appearance at the Promenade was the circus. Even though he may not be as might as he claims, Kalah still warrants a very cautious approach - his Remove Magic and Confusion can be seriously problematic for low level parties without the appropriate counters. Fortunately for Iona, she's recently passed that bar by reaching level 10 in the Chateaux and unlocking her first L5 spell - Spell Immunity.

First, we cleared the orcs in the lobby with Burning Hands and MMMs.
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Iona then prepared her remaining buffs, including ProFire, Shield, ProEvil, MIs, II, SI: Ab, SI: Di, and SI: En, while Aerie chipped in with a Chant before we parted ways once again.
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We rushed into throne room and mercilessly opened with a Fireball (making sure to get our targeting right to avoid friendly fire on Qualye) while Kalah was occupied with his divination cast, knowing that it's going to get foiled by our SI: Di anyway.
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Iona waited for Kalah's next move - as soon as she noticed an enchantment invocation she tagged the surviving shadow with her MM. Kalah's Confusion would have been a strong move, were it not for our SI: En.
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After that we started working on his MIs with Iona's meteors. Unable to target Iona through her II, Kalah desperately attempts another enchantment cast - this time Emotion: Hopelessness. That's the third point for our Spell Immunity.
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Iona responds with two subsequent Melf's Acid Arrows.
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Despite the ticking acid damage, Kalah managed to reapply his MIs. And that could only mean one thing - that the kill will go to Iona's Burning Hands, which are now at their damage cap.
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Thanks to this brief detour, we managed to get Iona to level 11 with its saving throw improvements and significant extension of her spellbook. The third L4 pick was especially difficult to make, given the plethora of great utility spells otherwise unavailable at other levels (including for instance Teleport Field, Malison, and Fireshields) - ultimately, we decided to go with Spirit Armor. While it's a Necromancy spell, at that point in time I've already abandoned the idea of trying to fashion Iona v2 as a pure Illusionist-Sorceress and thus completely restrict the use of the school (also since we're likely to take up ADHW in the future as well). At the same time, the original Iona had been struggling with her saves vs. death at multiple occasions and the purpose of Spirit Armor, apart from the straightforward AC bonus, will be to allow us to occasionally ditch the Claw in favor of better saves vs. death. Eventually, with Cloak of Displacement, II, Blur, ProEvil, and Potion of Stone Form, we should be able to reach the safe zone against everything apart from the most penalizing effects such as the vorpal blades. On the other hand, the Claw + Spirit Armor should allow Iona to skip SI: En against Chaos to relieve some pressure on her L5 spell slots going forward (though we still may need to keep a Stone Form potion at the ready for the Malison + Chaos combo).

For the record, here's Iona's inventory and character sheet following the first guild war encounter triggered while still at the Promenade. Note that we didn't rob Aerie of her robe. She's a friend and our friends should keep their robes! Our next stop is Gaelan's home.

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Regards,

B.

***

Spellbook (level 11):
L1 - Burning Hands, Shield, Blindness, MM, ProEvil
L2 - Invisibility, Mirror Image, Resist Fear, Melf's Acid Arrow, Blur
L3 - Fireball, ProFire, Melf's Minute Meteors, Spell Thrust
L4 - Improved Invisibility, Stoneskin, Spirit Armor
L5 - Spell Immunity, ProAcid
 
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Borco

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Iona, Human Sorceress: Part 10

Iona's first destination after her meeting with Gaelan was the Government District, where we splashed almost all of our savings on the magic license by the Cowled Wizards. We had some street fighting ahead of us, and since Iona will otherwise have limited use for money when buying stuff from the shops, it seemed like a good investment.
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On our way back to the Slums, we got ambushed by Suna Seni. Travelling invisible, Iona had the time she needed to prepare her combat buffs including Spirit Armor, Resist Fear, ProFire, Blur, ProEvil, MIs, II, SI: Ab, and SI: Di. With a buffed save vs. spell score of -4 (not taking into account the ProEvil modifier), enough to foil Chaos, we intentionally omitted SI: En. Not that we'd have any better uses for our L5 at the time, but practicing the optimization of our resources is something we need to continue working on.
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Iona opened with a Fireball. Nothing new here. The good thing, however, was that it killed the wizard before she was able to fire up her MGoI. The two fighters and the priest were killed as well, leaving only Suna and the rogue.
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Inspired by the success of her first Fireball, Iona went to a reprise.
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Although Suna survived the second blast as well, it was not long before she failed her save against Iona's Blindness after which she got finished at range with meteors, MAA, and Magic Missiles.
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After having arrived to the Slums with most of our buffs still intact (note that DuHM for hauling loot), we still had enough dry powder to remove Cohrvale and Bregg from the streets before heading into the Coronet.
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I've got to apologize as I still wanted to cover the gladiator pits, but I need to run now. I'll get back to it soon in the second part of this post.
 

WiseGrimwald

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Iona, Human Sorceress: Part 7

Because the final battle involves two arcane casters (and, consequently, multiple dispels), we decided to adjust our strategy a bit. Instead of relying on Iona's own buffs, we opted for the green ProMagic scroll to effectively shut down Angelo's and Semaj's spellcasting.
Now the question was what do we do to protect ourselves against physical attacks. Without her Stoneskins, II, and MIs, Iona would be very vulnerable. I'm usually hesitant about casting spells from scrolls under ProMagic, because while it's technically possible, it does seem to cut across the intended purpose of that blue anti-magic globe. Therefore, taking our buffs via arcane scrolls was not on the table. On the contrary, my characters have always been allowed to quaff potions and use other green scrolls while under ProMagic. While I appreciate that such approach is very arbitrary, there was no reason to deviate from it now to Iona's disadvantage.

Apart from the ProMagic scroll, Iona used green scrolls of ProFire + ProAcid + ProUndead, Potion of Mind Focusing, Potion of Fire Resistance, Potion of Defense, Oil of Speed, and Potion of Power. In terms of equipment, Iona was wearing Girdle of Piercing + the Claw + Cloak of Displacement to maximize her effective missile AC against Diarmid's bow. Since our spellbook was obsolete because of the ProMagic, we also ditched the Ring of Wizardry for the first time since Chapter 1 in favor of RoP+2.
For the record, here's Iona's inventory shortly before revealing ourselves to Sarevok.
We opened by summoning couple of monsters via our Wand of Monster Summoning to run the distraction and waited for the other goons to arrive.
Our first Potion of Firebreath allowed us to check that we have everyone on the field.
We did not have the means for dispelling Sarevok's haste, and while we could still outrun him with Boots of Speed + haste, it seemed safer to keep him occupied with more summons.
Iona used the window of opportunity to burn two more Firebreaths.
Unfortunately, our summons' half-life was barely a single round, so Sarevok managed to catch up with us during one of Iona's scorcher loops. And because we were far too careless in our movement, he managed to land an ugly hit. I was instantly reminded of Alastria and Iona was only few hitpoints away from suffering the same fate.
While the HP boots via Potion of Power certainly helped, we had to get away from Diarmid's range as soon as possible, because a critical hit with his bow could be fatal. Iona's aura was still clouded from the Potion of Firebreath and therefore our only hope was her speed. Both Angelo and Semaj fell under the fire damage, but it still took couple of hair raising moments before Iona was able to quaff her PoI.
We healed up, quaffed a Potion of Regeneration, and re-engaged. It took one more Firebreath and three Potion of Explosions to finally finish Diarmid.
4x Wand of Frost charge then took care of Tazok.
With only Sarevok left, we decided to bend the rules for using ProMagic outlined above a bit. Instead of simply bombarding him with wands and Oils of Fiery Burning, Iona searched her case for a Malison scroll and summoned one more batch of monster fodder to distract him long enough to be able cast it.
It took five charges of our Wand of Paralyzation, but eventually Sarevok failed his saving throw and got stunned.
To make his death a little more diverse, we deployed a combination of acid damage via MAA scroll, missile and poison damage via Darts of Wounding, and crushing summoned ogres.
See you in Amn!

View attachment 15037

Regards,

B.

***

Spellbook (level 9):
L1 - Burning Hands, Shield, Blindness, MM, ProEvil
L2 - Invisibility, Mirror Image, Resist Fear, Melf's Acid Arrow
L3 - Fireball, ProFire, Melf's Minute Meteors
L4 - Improved Invisibility, Stoneskin
 

WiseGrimwald

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@Borco

That final battle was something else. I'm sure that if I tried it that I wouldn't survive.

Meanwhile Ham and party are safely in Baldur's Gate, summons having safely dealt with Davaeorn.

Earlier on Dorn rejoined us and was killed in the battle with Simmeon. Whilst we didn't need him after that point, we did raise him in case he was subsequently required.
 
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Borco

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Iona, Human Sorceress: Part 10 - continued

Storming the pits in the Coronet proved to be relatively straightforward. Running Stoneskins, Spirit Armor, and II, we started by eliminating the first batch of guards with Burning Hands and Fireball.
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Ione blinded the winter wolf in the arena and moved on to the beastmaster without tapping any deeper into her book.
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After her opening Charm Person via Ring of Human Influence didn't connect, we fell back into the narrow corridor and followed up with two of our trusty Fireballs.
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The surviving beasts, including the poor blind winter wolfie, were finished with L1s + L2s + darts.
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While lacking proper fanfare, Hendak's arrival to the scene was announced with Iona's meteors while she worked on removing the remaining guards.
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Here's a little postcard for Alena's team. We've left the randomly dropped scroll on her table by Unger, in case she would ever need it :).
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Out next destination was the Bridge District, where we exposed Rejiek and bought 2x Potion of Stone Form from Miss Cragmoon. Mind me, all of this was only possible at the cost of having to suffer through the entire Neera's cut-scene. Iona had to take a day off after that and decided to spend the time by visiting Watcher's Keep to obtain the potion case. While still totally unsolicited, Neera's "ambush" while transitioning from the Bridge District at least allowed us to conveniently postpone the Renfeld encounter until our return journey back to Athkatla.
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The battle plan here was simple - we applied SI: Ab and SI: Di on top our customary combat buffs, lured the enemy away from Renfeld, deployed AoE in the form of 2x Fireball, and finished the survivors with MMMs.
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With Renfeld safely delivered to the Harpers in the Docks, Iona accepted Xzar's mission and was soon on her way to clear Prebek's house. Knowing that we'd face two arcane casters simultaneously, Iona took SI: En in addition to her core SI set-up (Ab + Di) to counter the risk of a Malison combo.
We opened with two subsequent Fireballs, followed by a meteor assault on Prebek to remove his MIs and MSD, and finished with Melf's Acid Arrow. Apart from a harmless Remove Magic cast, our enemies didn't manage to take any relevant action.
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Once the Harper quest was completed and Xzar dead, Iona took a rest in the Sea's Bounty until nightfall to trigger the second Guild War encounter. She dispatched the PoI quaffing rogues with Burning Hands + MMMs.
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Since one of the thieves drops a Find Familiar scroll, we were finally able to summon Iona's she-ferret - Uki. And rest assured that she's about to play a much more meaningful role in Iona's adventure that just acting as a passive HP buff.
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Valen's recent visit had reminded us that Iona's bank account balance has already exceeded 15k. Given that there's not much a sorcerer can buy in Athkatla (note that SCS moves Vecna to ToB), we decided to pay Gaelan's fee and collected our Ring of Protection +2 and the Amulet of Power from Aran. For the time being, Iona will continue using the Amulet of Metaspell Influence given her frequent use of Invisibility when transiting between areas, but there will be time when she'll switch to AoP.

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Next stop: the Copper Coronet sewers and the Slaver Compound.

Regards,

B.

***

Spellbook (level 11):
L1 - Burning Hands, Shield, Blindness, MM, ProEvil
L2 - Invisibility, Mirror Image, Resist Fear, Melf's Acid Arrow, Blur
L3 - Fireball, ProFire, Melf's Minute Meteors, Spell Thrust
L4 - Improved Invisibility, Stoneskin, Spirit Armor
L5 - Spell Immunity, ProAcid
 
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Borco

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That final battle was something else. I'm sure that if I tried it that I wouldn't survive.

I almost didn't survive either, lol, thanks to that clumsy use of Firebreath potion.

I'm positive that the final BG1 battle is actually easier for solo characters than it is for a party, because it allows you to leverage the Boots of Speed for movement advantage (of which you only have one pair) as well as to be more aggressive with the use of the green ProMagic scrolls (which are also fairly limited), in case you're willing to use them. For so long as a character can outrun Sarevok and disable the spellcasters, it should have a fairly good chances of making it through. Note: It just occurred to me that I'm talking about final BG1 battle with the SCS modifications - I have to admit I don't even recall what is the original content here.

Anyway, congratulations on completing the Cloakwood Mines and best of luck in the Gate!
 

Borco

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Iona, Human Sorceress: Part 11

We began the session in the sewers beneath the Copper Coronet by collecting the ingredients for Lilarcor - first, we recovered the severed hand with Invisibility while Iona's Stoneskins absorbed the damage.
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With the ring secured, we moved on to the kobolds, blasting them with Fireball and finishing the shaman with Magic Missiles. ProFire and II took care of the defense here.
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After foiling the Flesh to Stone trap at the bridge with the rare cast of SI: Alteration, we took down the hobgoblins with another Fireball and the carrion crawler with MMMs, retrieved Lilarcor, and rested.
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For Captain Haegan's crew, Iona prepared with Spirit Armor, ProFire, Resist Fear, Blur, ProEvil, II, MIs, and Bhallspawn DuHM, while Stoneskins and MMMs were retained from the previous "day". With the Claw, RoP +2, and her arcane buffs, Iona's effective save vs. spell was at -5, effectively eliminating the need to use SI: En against Greater Command, which was the main threat here.
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Iona entered the boat and waited for any signs of "Scio, Didici, Peto" from the cleric. In retrospect, I realize that the right thing to do here would be lock-in our II with SI: Di, rather than relying on the slow casting speed of Invisibility Purge and the nearby exit to the sewers to avoid it, if needed (which generally is a no-go strategy for my characters, however I'm able to justify its occasional use for avoiding detection spells when the battle has not yet begun). With no divination incoming, Iona broke her invisibility by targeting the priest with Melf's Acid Arrow, followed by a meteor assault.
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As soon as her aura permitted, she attempted to charm Haegan with Ring of Human Influence. He made his save, thus robbing us of an easy victory, although this fact was completely lost on the cleric whom fell to our meteors shortly thereafter.
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Time to tap into our AoE resources. Fireballs No. one, two, and three cleared the majority of slavers from field, including Haegan himself.
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For the survivors, we switched to Burning Hands to preserve our two remaining L3 casts.
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With only two severely injured slavers on the field, grabed Haegan's key, switched her belts from Girdle of Bluntness to Girdle of Piercing, and opened the cells with the two trolls while reapplying her MIs in the process.
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She finished with Fireball + Burning Hands + two MAAs.
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Since our spellbook was already almost empty, we decided to report back to Hendak and rest. But we knew that, despite his praise of our efforts, the business with slavers was far from concluded. The next morning Iona rolled into the second part of the boat through the front door, buffed with three SIs (Ab + Di + En), and went into full blast mode with Fireballs and MMMs.
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We took extra precaution by applying SI: Co near the Prismatic Spray trap (even though it's possible to outrun it) and disposed off the yuan-ti with our L1s and L2s.
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Thanks to her efforts, Iona has graduated to level 12 and has gained access to L6 spells. Her first pick was Death Fog, which had been a sort of signature spell of her predecessor and was also preempted by Iona's second L5 pick earlier at level 11. With access to undispellable 100% acid resistance via ProAcid and SI: Ab, Iona's straight up ready to start fighting in dense multi-layered Death Fogs. Like this.
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Next destination: Trademeet.

Regards,

B.

***

Spellbook (level 12):
L1 - Burning Hands, Shield, Blindness, MM, ProEvil
L2 - Invisibility, Mirror Image, Resist Fear, Melf's Acid Arrow, Blur
L3 - Fireball, ProFire, Melf's Minute Meteors, Spell Thrust
L4 - Improved Invisibility, Stoneskin, Spirit Armor
L5 - Spell Immunity, ProAcid
L6 - Death Fog
 
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Alesia_BH

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Alastria, Human Transmuter: Sendai's Enclave- The Rise of Simmy Alastria, Part 1

Alastria has routinely used PI in this run. Simulacrum, not so much. That's a common pattern in my arcane runs. Simulacrums, with their nerfy books, never seemed worth the effort to me. I played around with them from time to time, sure, but they were never a core part of my plan. Not until now, not until Alastria v3.

So: What's so special about Alastria v3? Why are Simulacrums suddenly a strong play for her, where they hadn't been for my characters in the past? Simple: Alastria is a Transmuter, and PIs aren't what they used to be.

When I ran Alastria v1, many years ago, PIs would lose their inability to make physical attacks once they were shapechanged. Accordingly, a PI could cast IA, take a full set of buffs, flip to mind flayer form and then go to town. Better yet, summoning a magically created weapon, like a Black Blade of Disaster, would not kick you out of your shape change form, allowing a Tensered mind flaying PI to wield a Black Blade of Disaster (scroll) at 8APR. That, incidentally, is how Alastria v1 defeated Abazigal. He succumbed to an endless stream of Black Blade of Disaster wielding mind flayers, each taking a shot at wish resting up a new book before charging into battle.

Times have changed. Shapechanged PIs can no longer make physical attacks. PIs can't use scrolls. And, finally, magically created weapons now kick you out of your Shapechange forms. The Black Blade of Disaster wielding mind flayer army is a thing of the past. Ok, but what about Simulacrums?

A Simulacrum will never be as powerful as the Black Blade of Disaster wielding mindflayer PIs of old, but they're not useless either. And even with the EEs inexplicable decision to force spell book ordering alphabetically, there's a way to order a book to a Simmy's benefit. Black Blade of Disaster, Improved Alacrity, Summon Planetar, Wish x 2. That leaves the Simmy with BBoD and Improved Alacrity. Perfect. And just like that, our Transmuter, Alastria, has a plan for Sendai and her magic resistant minions. PIs on Ruby Ray, Wish and Planetar duty; Simulacrums charging into the fray, Tensered with a BBoD.

We'll see how that all played out soon enough. First, let's talk about the Enclave.

This was a brain munching good time.
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In the opening battles we skipped the fineries and launched straight into a Shapechange assault. Standard buffs here. In these minor encounters, Alastria's lack of Abjuration spells is largely irrelevant. Her arcane foes don't have the levels to dispel her. He melee foes don't last long enough to wear through Alastria's Stoneskins and MIs.
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As for the spell damage risk, Mirroring handles that, leaving a combined assault as the only risk. Were this a proper no reload, I'd be more conscientious about using the Ring of Minor Spell Turning and SotM Spell Trap to serve as Breach stoppers.

Interesting, I've seen very few Breach attempts. Perhaps the mages are detecting Mirroring along with the lack of specific protections, and deciding against helping out their melee weapon wielding allies? I'm not sure. I will say that True Sight->Breach would definitely make like more interesting for Alastria, as would skipping Mirroring.

Speaking of Mirroring, it's ridiculous. I was right to restrict it in the past, wrong to use it here. I'm going to allow Alastria to continue using it, since this isn't a real run and she's already sullied herself with it, but it's majorly uncool. I'm pleased to say that all my prior successful characters skipped it, with the exception of Astrid, at the very end, when she decided to take the gloves off against at the Throne.

Anyhoo, back to the action. Rare appearance by the fire elemental form here against the brain drain immune, +1 weapon wielding skeleton warrior.
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On to the umber hulks and mushroom heaven. Interesting, the mushrooms and umbers can take more mind flayer hits than the drow. 4 versus 2. You may think of yourselves as the master race, drow, but you're dumber than mushrooms and it's not even close.
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See? This sergeant of yours or whatever only took 2 hits.
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We took the derro route to Diayatha. Since we hadn't rebuffed since the woodcutter, Shapechange ran out by the time we reached the end of tunnel. No matter. Alastria's book is still basically full, save for the buff spells.
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By now we were running out of opportunities to test our Simmy ideas in advance of Sendai. And so we headed back to the PP for a nappy-poo before taking on the next crew.

We opened with a Mordy x 2, Simulacrum Chain. Here we see Simmy Alastria, running her defensive buffs, conjuring additional Mordies in preparation for the assault.
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Time to layer in the offensive buffs, including the BBoD.
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Simmy Alastria engages. Her IA is still active so she can dump her Shocking Grasp.
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The real Alastria thins the herd with a Skull Trap barrage. With the Skull Traps deployed, we're free to call in the planetar.
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The real Alastria pulls her Sequencer and joins the fray. We're rocking a BBoD here instead of Shapechange because we're testing out our new configuration at 9, the one we intend to use against Sendai.
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Alastria and her Simmy finishing off the last of the drow. Note that neither Alastria nor her Simmy are Tensered here. That's ok for Alastria, who has access to DuHM, but Simmy Alastria really should be running Tenser's. It's a bummer Tenser's is so far down the alphabet, but we can make that work. In the end Alastria went with IH x2, Mislead, Tenser's x 3 and True Sight at 6.
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Resting up again before Odamaron, we tried out a new contingency setup: Mislead, PI, Hakeashar x 2.
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The real Alastria is semi-exposed here against an invisibility detecting high level arcane caster, but Mirroring has us mostly covered on defense end and we feel like Odamaron has enough on his plate. Since I'm still playing with the classic HLA allocation system, we won't see Summon Planetar from Odamaron. If that were a possibility, we would not have bothered with PI here. The risk reward would have been unfavorable. In truth, I probably shouldn't have bothered with it at all anyways. There's little risk of running out of spells here.
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Planetar gets the kill.
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Since Ogremoch has a dispelling weapon, we used Time Stop here.
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I had hoped to wipe out Diayatha's crew, notably the hive mother, on the same Time Stop, but the hive mother managed to sneak in a ProMW, despite the stoppage of time. We took down Diayatha and the vamp, dropped a planetar and got the rock out of dodge.
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(Oh, and btw, for those who are puzzling over my inconsistent capitalization of planetar, I use Planetar to refer to the spell, planetar to refer to the creature. Deviations are typos.)

Happily, the demons TWEd over to Ogremoch's chamber where they could be brain drained. As for the hive mother, she fell to skeleton warriors. Had I prepared for this contingency, we would have had a Farsight in our book. Since I hadn't, we ended up creeping into Anti-Magic Ray range, hence the lack of buffs on Alastria here.
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In Mithykyl's lair it was mind flayer y mind flayer, mano y mano.
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Until Mithykyl showed up, that is, at which point we cast TS. We didn't bother flipping back because Mithy was already badly injured at this point.
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All that remains is Sendai herself. And the statues. And her drow army. We'll see how it goes. Hopefully Simmy Alastria is up to the challenge.

Best,

A.
 
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Alesia_BH

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Alastria, Human Transmuter: Alastria v. Sendai- The Rise of Simmy Alastria, Part 2

And now for the exciting conclusion, wherein Simmy Alastria wields her new found might.

Since spell book management was priority one in this fight, we opened with a Limited Wish, PI, Simulacrum Chain. The bunnies, combined with the Teleport Field Contingency did an adequate job of protecting the real Alastria, despite her minimal buffs and forced freeze in the middle of the battlefield. You had all that time to plan your plan, Sendai, but I bet you didn't see this coming. PI Alastria, pumping out Ruby Rays and dropping planetars. Simmy Alastria, buffing up to the nines, preparing for the assault. The real Alastria, invisible, shrouded in bunnies, laying in wait in her Teleport Field.
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Once the Ruby Rays land, PI Alastria calls in the djinnis. It's early in the fight, so we're not looking for Wish rest here. We're hoping for Breach. And?
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It took a little luck, but we couldn't have hoped for a better opening. You're up, Simmy Alastria. Let's see what you can do. Nice use of Shocking Grasps under IA, but we really want to see that BBoD. Get your Tenser's on, girl.
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PI Alastria and the planetar join in for the kill.
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We're on to the next statue now. Simmy Alastria and the planetar take up defense of the real Alastria. Meanwhile, Sendai goes to town on the bunnies. Looks like she isn't playing.
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There was a slight lull here since the active statue was outside of the real Alastria's sight range. We could have sent in the planetar, but this was a casting Sendai, and I didn't want to run the risk of losing our planetar to Imprisonment. Once a planetar is imprisoned, you can't cast Planetar in the area again, until the original planetar is freed, something Alastria can't do. Simmy Alastria and the planetar clear fodder. Sendai is still pissed at those bunnies.
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Sendai casts Time Stop, followed by IA. I'm not sure which Alastria she's targeting here, but they're all wearing Mirroring so we're cool.
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Sadly, our bunnies aren't rocking OP cloaks, so they die instead. You'll pay for that, Sendai. I promise you. Or, more precisely, Simmy Alastria promises you.
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Once Alastria was freed from stasis, we sent in a fresh Simmy Alastria. There's that BBoD!
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Simmy Alastria is acquitting herself well so far. The planetar takes on the lackey drow, in advance of our next engagement.
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With the lackey drow cleared, the real Alastria takes her buffs and summons a PI. These are the first spells that the real Alastria has cast, with the exception of Simmy #2. Everything else came the Chain. Naturally, that IA is coming from the PI. The real Alastria can't use her IA, not yet.
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Alastria is well buffed, but we still need to lift that warrior Sendai away. PI Alastria is on it.
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With a double layer Teleport Field and a planetar on the field, Alastria is by now safe. PI Alastria takes a shot at refilling the real Alastria's book.
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And there we go. We're two for two on wishes so far. Things are breaking our way, for sure.
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We're on to a new stage now. This one is a caster. PI Alastria has been dispelled by True Sight, having done her duty, placing a planetar and wishing up a new book. Simmy Alastria, immune to True Sight, readies herself, but with Sendai buffed, and PI Alastria unvailable, there's little she can do.
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True Sight expires. PI Alastria is back.
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PI Alastria takes down Sendai's spell protections with RRs and summons a fresh planetar. She then dumps her Shocking Grasps.
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Simmy Alastria gets the kill with her BBoD. We're looking good. There aren't many states left and Alastria's book is still loaded
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The planetar and Simmy Alastria team up for another kill.
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The planetar vectors off to take care of the fodder. Simmy Alastria, now Tensered, drops yet another statue.
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To my surprise, that was the last one. The real Sendai makes the scene. We were caught slightly off guard, but we're well positioned. Simmy Alastria and the planetar take care of the stalkers while PI Alastria casts True Sight.
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We're ready for a throw down, but things snowball quickly, due to a stroke of luck. Sendai only lasts for a single ProMW. Evidently Sendai was dispelled and disrupted in the sea of incoming APR. We prevail with ease, with Simmy Alastria proving her worth. Abazigal will not go so quietly.
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Best,

A.
 
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Alesia_BH

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912
Alastria, Human Transmuter: Abazigal’s Enclave

I'll admit it. I have no plan for Abazigal. No plan at all. I haven't the faintest clue how I'm going to handle him. Am I confident Alastria will make it? Sure, eventually. But I seriously doubt she'll get it right on the first try. There are too many ways this can go south and too many question marks for out of practice me.

Whatever. I never expected Alastria to make it all the way. Actually, I never expected her to make it as far as she has. This has been an exploratory run, not a no reload. It just so happens that she hasn't died, at least not in BG2.

Despite a touch of sloppiness on my end, Alastria made it through Abazigal's lair with ease. That includes Draconis, who was, in this case, a minor stepping stone. Accordingly, I'll include Draconis in the Enclave post, rather giving him separate treatment, as I've historically done.

Alastria's fight with Abazigal was unusually simple for two reason. First and foremost, Mirroring, which completed and totally defanged human form Draconis. At first Alastria parked a planetar (previously summoned via PI) in front of him, but in the end she just cast Tenser's and flipped him with Firetooth +3 at range. I was comfortable with this because I figured Alastria's Tensered hit point total would keep her safe through the transition, even if she was locked out of her spells and unable to buff.
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Here we see the flip. Alastria then backed off ASAP, awaiting the end of Tenser's
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Free to cast again, Alastria summoned a PI. The PI, in turn, cast IA, followed by Ruby Ray and Energy Drain x 3. Alastria is running ProAcid here but nothing else.
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Soon after Draconis's breath weapon dispatched the PI and freed Alastria. She fired up IA, took her buffs, and then moved in for the kill, via Energy Drain x 3 (NW: Draconis is L30 so he needs 6 Energy Drains exactly)
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Moving on to the greater wolfwere, Alastria predictably evaded the regen problem with brain drain.
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After Fireshielding the salamander under ProCold, and brain draining our way through the kuo-toans, our Shapechange wore off. We switched over to BBoD for the eyeballs.
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In most of my runs I take my the scroll of geas removal from Lycanth. This time I outsourced to Bondari.
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That's all it took. We're now ready for Abazigal. We just need a nap first. That and, you know, a plan.
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Best,

A.
 
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Borco

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Iona, Human Sorceress: Part 12

Before heading out to Trademeet, Iona stopped by the Graveyard District and dropped the Crypt King in his confined tomb with Death Fog and MMs. The lack of Lower Resist was noticeable, but nothing we couldn't handle with enough time and spells.
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Selling Namarra to Ribald partially covered the expenses for getting green ProMagic scrolls (2x ProMagic, 1x ProPoison, 1x ProUndead), Knave's Robe (we'll take a save vs. death bonus any time), the Victor, and some potions.

Afterwards, we ran into some trouble during the next ambush - the one with some slavers, including a mage, and the orog horde. In the beginning everything was looking fine - we had Death Fog on the field, Iona managed to dodge the opening Cone of Cold by the mage (resulting in heavy friendly fire among the enemy ranks), which in turn was just getting its MGoI stripped off with our Spell Thurst.
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Unfortunately, I keep forgetting that enemies can target their Lightning Bolts though II. This caught us by surprise and Iona suffered two ticks of damage from the bouncing bolt before I could react.
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The situation was quickly remedied with a Potion of Invisibility, that gave us the opportunity to heal up while the remaining enemies were dying in the acidic vapors. We'll need to get the Boots of Grounding the next time we're in the Temple District.
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Once in Trademeet, we got rid of Khan Zahraa with Iona's new favorite combo of ProFire + ProAcid + Death Fog + Fireball and moved on to the Druid Grove.
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We wanted to be efficient here, so Iona just spoke with Pauden and crossed the entire area under Invisibility. Since Death Fog instantly kills any summons, Dalok's shadow druids were left with very limited options. We didn't bother to remove the grizzly bears past Cernd before the battle, so that we would have more fodder for Iona's AoE. We went for 2x Death Fog and Fireball, while Burning Hands and MMMs got the kills.
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Since our book was still semi-untapped, we decided to juke the shambling mounds as well.
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Thinking of Cernd, it seems he should consider hiring a PR firm - while he dealt with Faldorn, it was Iona who got the full credit for it from Coprith and was named the Hero of Trademeet.
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Regarding the side quests, we first retrieved the mantle with the help of our efreeti who crushed the magic resistant skeleton warriors with his magical scimitar and Fireshield.
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Helping Raissa and Tiris got our reputation to 19, allowing Iona to buy the BoIB and the Cloak of Displacement at a significant discount (note that Iona's also using Ring of Human Influence + Friends scroll, whenever she's negotiating bigger deals).
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Back in Athkatla, we decided to run some chores for Mae'Var. By the way, did you know that familiars with points Pick Pockets can open locks, albeit maybe not super efficiently? I only noticed this during Iona's BG1 run, although apparently it only works on containers and not doors.
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At night in the Docks we ran into Sansuki. My other characters usually trigger this third guild war encounter before paying Gaelan's fee, but Iona was already on the Shadow Thieves' payroll (or more like vice versa) and I was expecting that Del and her vampires might attack straight away. And they did, but Iona simply equipped her AoP and blasted them with Fireball and L1. The damage here comes from our own Fireball, when I had failed to notice the lack of ProFire on Iona's portrait.
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Rayic's house was next. We charged in with active SI: Ev and burned our Wand of Lightning charge on the mephits in the lobby. The screenshots are kind of arty!
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For her first proper mage duel, Iona's core defenses consisted of II, SI: Ab, and SI: Di, while her buffed saves vs. spell -5 (-7 with ProEvil) would hold against all enchantments barring Malison + Chaos combo (for which we have our Potions of Stone Form ready). She's still vulnerable to Spell Thurst, since she the lack of Spell Shield in her current book is a price we had to pay for ProAcid as our second L5 pick, but her level 13 is just around the corner so the fix is coming soon.
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At the same time, our Death Fog is a fantastic spellcasting disruptor and, as such, it partially mitigates the risk that an enemy mage would be able to remove Iona's SIs and dispel her buffs before she could take the appropriate counter. Conveniently, in this case our opening Death Fog also erased Rayic's summoned earth elemental in the opening round of the fight.
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Iona layered in the second acid cloud, killing Rayic with the ticking damage before we could even start working on his MGoI.
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By completing the remaining fetch quests for Edwin and Mae'Var and reporting to Renal, we got to level 13 with its additional L4 + L5 + L6 spell picks.

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I'll cover the showdown in Mae'Var guildhall in a separate post.

Regards,

B.

***

Spellbook (level 13):
L1 - Burning Hands, Shield, Blindness, MM, ProEvil
L2 - Invisibility, Mirror Image, Resist Fear, Melf's Acid Arrow, Blur
L3 - Fireball, ProFire, Melf's Minute Meteors, Spell Thrust
L4 - Improved Invisibility, Stoneskin, Spirit Armor, Fireshield: Blue
L5 - Spell Immunity, ProAcid, Spell Shield
L6 - Death Fog, PfMW
 
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